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    Originally posted by MichaelEmouse View Post
    Do I understand correctly that it will be possible to make most assets use deferred shading (for maximum lighting-related performance) while transparent/translucent assets and assets with multiple materials will be able to use forward shading for optimal results?
    No. You need to choose - and forward won't support all shading models.
    Helium Rain, a realistic space opera

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      How about a C++ template for VR?

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        Just trying the new LOD reducing. Not sure if this is now Simplygon-based or not but it works quite nice, only thing that is missing: it needs a progress bar! Especially for larger meshes. And it could be multi-threaded but this is just a wishlist item but the progress bar would be nice so it does not break with UE Editor user experience. Not sure if a progress bar is possible for the final version?
        Guido Lein
        Technical Artist - LeFx www.lefx.de

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          Hi everyone, seeing lots of questions around our new Auto LOD feature. To confirm, this is a new native feature built by Epic. It is not Simplygon.

          Re-posting the notes:
          - Automatic LOD generation for static meshes can now be accomplished without middleware plugins.
          - The high level settings for controlling the generated LODs are in the static mesh viewer under LOD Settings.
          - “LOD Group” provides a list of presets. These can be changed per project in BaseEngine.ini under [StaticMeshLODSettings]. The use of LOD groups is suggested.
          - If modifying details of auto generation for each LOD, they can be found under Reduction Settings.

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            [MENTION=14]crowl[/MENTION]

            Thanks for clearing that up. I was already thinking that this is not Simplygon.
            As another suggestion: The user should be able to pic a static mesh asset from the content browser instead of having to export the asset as *.fbx and then import that fbx-file in the "Import LOD1" file dialog that pops up.
            Or is there a way to use a static mesh as an LOD directly from the Content Browser that I am not aware of

            Other than that, the feature is quite nice and works really good from my first tests. Only thing is the progress bar is sometimes not visible and was always 0% and then done in my case and, as suggested above, it could be multi-threaded but this is just a wish
            Guido Lein
            Technical Artist - LeFx www.lefx.de

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              Hello,

              Thank you Epic. I just tried the forward renderer on a PC VR (Vive) project and I was able to increase the screen percentage from 120 to 180 without any frame rate loss (with TemporalAA and DOF on). I tried MSAA but it seems to be too expensive and dropped my frame rate down to 45 (even with DOF off). I had to significantly drop down screen percentage to get back to 90 (around 110). MSAA looks nice and sharp but using TemporalAA and a high screen percentage seems quite close and with better performance. Is this the expected results with MSAA? Also, will SSAO be implemented in the final 4.14?

              Cheers!

              Hector
              Last edited by virtualHC; 10-27-2016, 02:35 PM.

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                Looking forward to the full details!
                | QuinnVR | Portfolio | Twitter |

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                  Anything new on Draw Order in 4.14???
                  Portfolio/Tutorials: http://chadreddick.com

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                    Originally posted by hcenteno View Post
                    Hello,

                    Thank you Epic. I just tried the forward renderer on a PC VR (Vive) project and I was able to increase the screen percentage from 120 to 180 without any frame rate loss (with TemporalAA and DOF on). I tried MSAA but it seems to be too expensive and dropped my frame rate down to 45 (even with DOF off). I had to significantly drop down screen percentage to get back to 90 (around 110). MSAA looks nice and sharp but using TemporalAA and a high screen percentage seems quite close and with better performance. Is this the expected results with MSAA? Also, will SSAO be implemented in the final 4.14?

                    Cheers!

                    Hector
                    Regarding SSAO, take a look at this thread:

                    https://forums.unrealengine.com/show...e-4-14-Preview
                    Easy to use UMG Mini Map on the UE4 Marketplace.
                    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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                      Originally posted by crowl View Post
                      Hi everyone, seeing lots of questions around our new Auto LOD feature. To confirm, this is a new native feature built by Epic. It is not Simplygon.

                      Re-posting the notes:
                      - Automatic LOD generation for static meshes can now be accomplished without middleware plugins.
                      - The high level settings for controlling the generated LODs are in the static mesh viewer under LOD Settings.
                      - “LOD Group” provides a list of presets. These can be changed per project in BaseEngine.ini under [StaticMeshLODSettings]. The use of LOD groups is suggested.
                      - If modifying details of auto generation for each LOD, they can be found under Reduction Settings.
                      Glad to hear it, thank you for clearing that up. The two announcements happening in such close proximity and on the same version number was raising a few questions. Are there plans for expanding the system Epic is working on in the future to work with skeletal meshes and HLOD as well?

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                        Not yet supported in the Forward Renderer:
                        Screen space techniques (SSR, SSAO, Contact Shadows)
                        Shadow casting Movable Lights
                        Dynamically shadowed translucency
                        Translucency receiving environment shadows from a Stationary light
                        Light functions and IES profiles
                        Does this mean that these are in the works for the near future? The only thing holding me back from using it in my project is the lack of SSR.

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                          Originally posted by Tain View Post
                          Does this mean that these are in the works for the near future? The only thing holding me back from using it in my project is the lack of SSR.
                          Seems that way.

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                            Are there any plans to fix MSAA to a working state before release? It's significantly worse than not having antialiasing at all. Here's what it looks like with msaa samples set to 4:



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                              MSAA is ugly on my computer too. Really really not as good as Temporal AA, even if it doesn't have the ghosting issue that plague temporal.
                              Helium Rain, a realistic space opera

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                                Originally posted by Gwenn View Post
                                MSAA is ugly on my computer too. Really really not as good as Temporal AA, even if it doesn't have the ghosting issue that plague temporal.
                                Check out some of the responses from Daniel in this thread in the VR Section of the forums.
                                https://forums.unrealengine.com/show...e-4-14-Preview

                                He mentioned this specifically about some features with MSAA that you're seeing:

                                Additionally, certain features do not handle MSAA properly yet and may exhibit artifacts along object edges. These are DBuffer Decals, Dynamic shadows and Capsule Shadows.
                                I don't think he mentioned in the post, but it's more likely these fixes will be added or improved in the next releases of the engine. There is still some work ahead for the Foward Renderer.
                                Tim Hobson | Learning Resources | Epic Games
                                UE4 Documentation

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